Managing your Worlds
Simply Modulars Multiworld management system is, at the moment, considered a core module. Which means it cannot be turned off. Basically, this is because the multiworld system serves two functions. Firstly, it allows you to operate multiple worlds on the server, obviously! But the second function is to act as a way to manage world rules. The good thing about this is that the main world has all of its information set up based on how the server.properties file is set up, so typically the first boot should take care of all of the wrapping. However, an explanation of how the system works is in order!
World Structure
The structure of worlds in Simply Modular's Simple World Manager system is simple. You have sets of worlds, called Universes. A universe may contain only one overworld, one nether, and one end. The overworld is required, but the nether and end are not. If there is no nether/end and a player attempts to teleport, say through a portal, the portal just wont work at all.
World Generation
World generation in simply modular, is pretty simple, and can be done while the server is running! There are two types of world generations, fresh starts, and imports. Both go through the same command, but should be handled very differently.
Fresh Start (not importing from another multiworld plugin)
If you're starting fresh, and not attempting to import any worlds you've had from another multiworld plugin (such as multiverse core), the process is simple! Just use the /createworld command, and it'll ask you some questions to set up the world. Once you've finished answering, the worlds will be created and ready to go!
Importing Worlds
Importing worlds can be fairly tricky, as you'll definitely want to know about the map before implementing it. Specifically, the environment. The environment determines if the world will be Normal, Nether, or The End. Worlds generated through Simply Modular are protected from being loaded as a world type that does not match what the world is, but worlds that were not generated through Simply Modular are not. Please be warned, if you attempt to import a world and set it as a type that is different from what it actually is, it will break the world, delete it, and completely re-generate it from scratch. You will lose that copy of the world, and if there is no other backup copy, the world is permanently gone, with no way to get it back.
If you attempt to generate the world with a worldtype that is different than is what it was being generated with before, for instance, a normal world that is imported with the Amplified generation type, it will suddenly start generating the world as the amplified type. This shouldnt break the map, but it will look very, very wrong.
The seed will need to be imported as well. Simply Modular does not CURRENTLY have the ability to automatically detect the seed within an imported world, but I will be adding that functionality later. For now, if you need to find the seed, you can look into the map folder for "level.dat", open the file in an NBT viewing program (my personal favorite is NBTExplorer), and retrieve the seed under the data compound from an entry called "RandomSeed". If you dont get the seed correct, the world generation will break, and will look extremely jaggy when it starts generating new chunks (they wont match up with previously existing chunks)
Inventories and Stats
Inventories and stats are segregated at the Universe level. Basically, whenever you teleport to a world that is in a different universe than the world you were just in, your inventory will be wiped, and set to the inventory of the next world. Your stats do the same thing, and are actually preserved. It saves your hunger, health, potion effects, and more, and will restore the exact state of your stats upon your return to that universe.
Commands
| Command | arguments | Effect |
|---|---|---|
| /createworld | none | Starts a world creation wizard that allows you to create or import worlds |
| /removeworld | <worldname> | Removes a world. If an overworld, removes attached nether/end worlds as well |
| /world | <worldname> | Debug command. Teleports you to the spawn of a target world |
| /setworldspawn | none | Sets the current worlds spawn location |
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